unreal.CompositeLayerPlanarReflection¶
- class unreal.CompositeLayerPlanarReflection(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseLayer that renders a planar reflection of selected actors via a mirrored scene capture. The result is blended as a reflection contribution onto the layer below.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositeLayerPlanarReflection.h
Editor Properties: (see get_editor_property/set_editor_property)
actors(Array[Actor]): [Read-Write] List of actors to be rendered from the planar reflection.custom_render_pass(bool): [Read-Write] Convenience toggle to render the planar reflection as a fast/minimal Custom Render Pass, inlined in the main render & without support for lighting.display_name(str): [Read-Write] The display name of the passis_enabled(bool): [Read-Write] Whether or not the pass is active.layer_passes(Array[CompositePassBase]): [Read-Write] Sub-passes applied to this layer’s input before it is merged into the composite stack.name(str): [Read-Write] Deprecated layer display name, use UCompositePassBase::DisplayName. deprecated: Use DisplayName instead.operation(CompositeCoreMergeOp): [Read-Write] Merge operation applied on Input0 with Input1.plane_height(float): [Read-Write] World-space Z coordinate of the horizontal plane for planar reflection. Note that we currently do not clip against this plane.reflection_strength(float): [Read-Write] Strength of the planar reflection.render_target_resolution(IntPoint): [Read-Write] Render target resolution for the planar reflection.
- property custom_render_pass: bool¶
[Read-Write] Convenience toggle to render the planar reflection as a fast/minimal Custom Render Pass, inlined in the main render & without support for lighting.
- Type:
(bool)